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TIGSource ForumsCommunityDevLogsProfundum - Steampunk virtual reality adventure puzzle game
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Author Topic: Profundum - Steampunk virtual reality adventure puzzle game  (Read 7175 times)
nosferathoo
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indiedev from Poland


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« on: March 22, 2018, 06:28:25 AM »


Profundum is a work-in-progress virtual reality adventure game with a strong emphasis on story, puzzles and visuals.

First version of the game was developed during Global Game Jam 2018. It’s mechanics were so interesting in virtual reality that we decided to develop it into full game.

We are planning to release game on the SteamVR platform first, and then on other platforms.




STORY

The game revolves around a mysteriously abandoned excavation site and one of the missing archaeologists.



PUZZLES

The game’s puzzles and environment interactions are physics-based and focus on gear mechanics.



VISUALS

Next to the gameplay, we focus on great visuals. The game’s art is highly-stylized steampunk with gothic elements.


« Last Edit: January 18, 2019, 11:31:08 AM by nosferathoo » Logged

nosferathoo
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indiedev from Poland


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« Reply #1 on: March 22, 2018, 06:34:37 AM »

Spiderwebs in Profundum are real physical obstacles (block your movement/teleportation), which you can tear down and it's very satisfying process

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nosferathoo
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indiedev from Poland


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« Reply #2 on: March 22, 2018, 08:20:21 AM »

Yesterday we dusted off our old Kinect 2 camera to fake greenscreen effect and to show some gameplay in mixed reality. Do you like it?

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doghouse
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« Reply #3 on: March 22, 2018, 09:21:14 AM »

Looking good and always good to find fellow VR devs.  Good luck!  Smiley

And keep the thread up to date!
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nosferathoo
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indiedev from Poland


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« Reply #4 on: March 22, 2018, 12:06:00 PM »

thank you! will do!
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nosferathoo
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indiedev from Poland


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« Reply #5 on: March 24, 2018, 07:07:46 AM »

Here's footage from climactic opening right before player delves into the profundum



and yes, we know that you just want to know if you can grab this rope and play with it Smiley

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nosferathoo
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indiedev from Poland


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« Reply #6 on: March 26, 2018, 11:40:11 AM »

As game puzzles revolve mainly on gear mechanics we lately made some stresstests to see how many gears can work at the same time



As game mechanics depend strongly on ingame physics we also tested how many gears can work when they affect on eachother... the answer is - a lot Smiley

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nosferathoo
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indiedev from Poland


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« Reply #7 on: March 28, 2018, 11:59:11 AM »

This week we were finishing next game mechanic that pop in our minds right after we played around with main mechanic - gears+physics. We started working on chains that could transfer movement from one gear to another at distance. Simple colliders connected with hinges fell down from cogs after time. We tried to block them with breakable joints connecting with gears but that just did not feel right and looked clunky. So we tried to block their falling with additional colliders in front and back:








The result was acceptable so we asked our 3d artist to make us 3d models of the chain parts to test it as soon as possible:









Maybe you can't see above but first we decided to connect two neighbour chain parts into one so they are not bending everywhere. We initially thought this would be needed because of performance reasons.

One advice at this point: make optimizations at the end! After subdividing all chain parts into separate parts it started to look much better without any significant impact on performance.

The next issue we tried to fix was that the chain did not fit perfectly into the cogs visually but rather move around them. it was because the colliders were just big clunky tapelike mess driven by torque. We tried to move colliders of chain parts more to the outside - it looked better but still visually cogs were going through chain parts.

Then came the eureka moment Smiley One of the guys suggested we test what will happen when we don't use those big clunky box colliders but smaller capsules that fit perfectly with chain parts. Result was great:









Chains fit perfectly with cogs visually and physically. As you can see above - the process of attaching chain is just very straight forward and satisfactory for the player. Besides that physics simply work:









And what is most important the initial goal of transferring rotation from one gear to another was met:









Conclusion: first make working, perfect model then optimize Smiley

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Ivan Khmel
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« Reply #8 on: March 28, 2018, 09:25:13 PM »

Very impressive, want to see more.
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nosferathoo
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indiedev from Poland


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« Reply #9 on: March 28, 2018, 11:50:10 PM »

Very impressive, want to see more.
Ok, I will try to post frequently Smiley
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Pixelologist
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« Reply #10 on: March 29, 2018, 12:36:29 AM »

Can you tell us more about how you came up with the name?
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nosferathoo
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indiedev from Poland


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« Reply #11 on: March 29, 2018, 06:16:15 AM »

Can you tell us more about how you came up with the name?
It refers to the game story, it's in Latin and in loose translation it means "abyss".
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nosferathoo
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indiedev from Poland


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« Reply #12 on: March 30, 2018, 12:36:34 PM »

Happy Easter gals and guys from the team behind Profundum game! Have fun finding all easter eggs Smiley




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nosferathoo
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indiedev from Poland


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« Reply #13 on: April 04, 2018, 04:12:47 AM »

This week we are working on next game mechanics - steam pipes. Player can already build pipe lines with smaller segments:







Pipes are working on physics resulting in some interesting bending effects:








Players can freely attach, detach and reattach pipes together in every possible configuration:









You can even make loops with a little bending:









Now we are working on steam propagation, pipes branching and proper models. We will show them soon Smiley



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nosferathoo
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indiedev from Poland


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« Reply #14 on: April 07, 2018, 08:52:00 AM »

As I previously promised here's update on steam pipes. We changed the pipe models so they're not empty inside now and we also added T-shaped pipe:







Then we finalized proper steam propagation having in mind that due to T shaped pipes we can have more than one steam output:









Now we can't wait to see how our level designer will use this new mechanics in new levels Smiley
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nosferathoo
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indiedev from Poland


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« Reply #15 on: April 12, 2018, 07:10:04 AM »

To not overflow this thread with gifs of game mechanics I'm posting concept arts and render of one of game levels. Yes, we also do art for the game not only programming Smiley












And render of work in progress environment based on above concept:








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nosferathoo
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indiedev from Poland


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« Reply #16 on: April 18, 2018, 12:15:55 PM »

Lately we have worked on another game mechanic - tesla coils. We will show them in action soon but now we would like to show you great concept arts:







and  (nearly-) finished 3d model (click to open in sketchfab):






« Last Edit: April 18, 2018, 12:21:02 PM by nosferathoo » Logged

nosferathoo
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indiedev from Poland


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« Reply #17 on: April 22, 2018, 04:32:38 AM »

Simple things like opening drawers, creates etc. is a fun way to add a lot of immersion to the gameplay so here is model of simple wooden crate. Click to inspect in sketchfab:







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nosferathoo
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indiedev from Poland


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« Reply #18 on: April 25, 2018, 07:28:48 AM »

What's in the box?! Another week and another batch of objects, textures, designs was done or is in progress. Today I've decided to show you next game prop - mysterious box. The concept art:








And WIP model in blender:








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nosferathoo
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indiedev from Poland


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« Reply #19 on: April 28, 2018, 03:10:49 AM »

A lot of people playtesting early version of the game tried to unscrew the light bulb in the moment they see them. So we add the possibiliy to take the light bulb out, then insert it again and, naturally, breaking the light bulb when throwing.







This also resulted with interesting game mechanic we use in of the puzzles but we can't show it yet.



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